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Omni Archive
Official Move Approval III - Printable Version

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Re: Official Move Approval III - Thaal Sinestro - 11-14-2015

Proto Mouse Wrote:
Thaal Sinestro Wrote:[b]Hard-Light Wall[b] Defensive Super Move Requires Ranged Proficiency, Area Shield Proficiency, Ranged Materialize Proficiency, Remote Control Proficiency - 600 OM

Sinestro Summons a hexgrid wall of Hard Light energy with a total area of 60 square feet, at a range of up to ~ 100 feet. The shield, being a Super Move, is capable of depending against Tier 1 Super Attacks, or a protracted volley of any normal moves. The shield takes its full form within about a second, each of the hexagonal segments growing from the first along the path of the desired shape. Once formed, it cannot be reshaped, and it must take a generally rectangular shape.

Sinestro can summon this powerful wall at will, though it does drain his precious Ring Energy (SP) rapidly to do so.

How much can the shield absorb before failing?

How quickly can Sinestro re-summon it after the fact?

Is it instantaneous to create the shield wall?
Does this look better?


Re: Official Move Approval III - Proto Man - 11-14-2015

...Somehow I missed the Super Move part, I'm very sorry.

You're approved.


Re: Official Move Approval III - Thaal Sinestro - 11-14-2015

Hard-Light Containment Tier 2 Defensive/Utility Super Move Requires Ranged Proficiency, Area Shield Proficiency, Ranged Materialize Proficiency, Remote Control Proficiency, Debuff Proficiency - 800 OM

Sometimes, there's that one guy that's becoming a real problem.

Sinestro summons a virtually indestructible hard-light containment cell around the target, which absorbs and contains whatever they're currently doing and isolates them from the rest of the fight. A Tier 2 Super Move and the containment effect will cancel each other out, and otherwise the container lasts a maximum of 30 seconds. The individual inside the container is also protected from any attacks in the same way that people outside of it are protected from them. The container materializes almost instantly.


Re: Official Move Approval III - Alex Mercer - 11-14-2015

Hey guys, I'd like to have some moves approved before I post in the joining forum. I have 950 OM to work with. Please make any comments and/or changes I should make to help balance the moves or if I should expand on their descriptions.

Move: Form Razor (Requires Physical Strength, 600 OM)
Mercer forms his hands into sharper cutting weapons, the fingers becoming foot long claws. This move has a relatively low range, and attacks usually involve slashing an opponent. The hands turns dark black with a vein-like, crimson red pattern etched across the entirety of the arms and hands. This move is quick to cast, and is similar in appearance to talons. This move can be used similar to a crowbar. Meant for single opponents.

Move: Form Whip-fist (Requires Physical Strength, Area Attack Proficiency, 300 OM)
Mercer forms the his arms from the elbow down into 8 foot long bladed whips. The entirety of the whip's fall is covered with small blades, and the tip of the whip is a 6 inch blade. The whip is black with a single, crimson "vein" going down the entirety of the fall. The whip's length cannot be adjusted. This move is quick to cast, and is meant for mid-to-close-range combat. It is mainly used for multiple enemies, and is used in a low, arching swipe.


Re: Official Move Approval III - Erik Vrell - 11-14-2015

Tier 1 power-up - Psi Overcharge

+2 ATK
+2 DEF
+1 SPD
+0 TEC

Erik overcharges his body with psi energy, causing his eyes to glow with violet and his psi weapons to crackle with purple sparks (fodder).


Re: Official Move Approval III - Joline - 11-14-2015

LET'S GET READY TO RUMBLEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

Tier 1 Powered-Up Form: Equipped Monk Asterisk! (1000)
ATK: 3
DEF: 2
SPD: 5
TEC: 5

Agnès joins the fray! With actually workable offensive stats and beyond inhuman reflexes, the Vestal gains the ability to fight alongside her allies on the front lines as opposed to just doing healing work. However, this cuts her raw healing power in half. The asterisk equipped also changes her outfit.

Cure (300)
Uses Ranged, Healing, Homing
The user selects a target and, by focusing on that target specifically, mitigates damage. While it takes a fair amount of time to fully heal injuries, it numbs the pain (RP fodder), allowing for at least the illusion of recovering until wounds can be completely healed, which is unlikely in battle. Wounds that Cure is working on have an opaque light green glow to them which fades to translucent, then transparent and then disappears as progress is made towards healing. Single-targeted. Cannot be self-targeted (Used on Agnès). Only works on a target directly visible to the user. (Note: I'm gonna buy Homing if this gets approved)

Tier 1 Utility Super Move: Cura (600)
Uses Ranged, Healing, Homing
Essentially a powered-up version of Cure. Instead of healing gradually, the user immediately heals a target's less serious wounds superficially (+1 HP for 1 SP) while providing a faint boost to natural regeneration beneath the skin (RP fodder). It also numbs the pain of any injuries the target has sustained (RP fodder), allowing them to carry on while appearing somewhat uninjured. Regenerated injuries flash light green and then disappear instead of gradually glowing opaque, then translucent, et cetera.


Re: Official Move Approval III - Shay Cormac - 11-14-2015

OOC cheesing for this base assault because I'm dead lol

Quote:Tier 1 Super Move [Attack] - Sword of Eden (requires Physical Strength, Enhanced Senses and Ranged Proficiency, 600 OM)
Calling to the First Civilization bloodline in his veins, Shay summons a golden, glowing sword-like artifact within his hands, replacing his usual Sword and Dagger set-up. This precursor sword gives it's user the active ability of echolocation to any nearby enemy (which is mostly RP fodder, considering Shay already has Eagle Vision), including the ability to shoot electric energy blasts from the blade, which can reach to about 40 meters.
Shay is able to use this sword for 15 seconds, before it diminishes from his hands, leaving him noticeably fatigued for 30 seconds after this move is finished.

[Image: latest?cb=20140907133002]

pls tell if move is bad I don't even know what a super move is like what even :fullderp:


Re: Official Move Approval III - Gilgamesh - 11-15-2015

This is a weird move so it might not be suitable

Tier 2 Utility Super Move- Ea Disruption (Requires Debuff, Ranged Proficiency, Ea, Area Shield?)

Gilgamesh takes out his ancient blade Ea and begins to charge it for a few seconds. The blade spirals and wisps of red energy are flying out of it as it charges. Once charged, Gilgamesh points it at the enemy of his choosing and wisps of red and black shadows begin to emanate out of the blade. The ground begins to crumble beneath him(RP flavor only) and this move would negate any Tier 1 Super Move or negate any Tier One Power-Up( as soon as I used this move so their initial round with it would not be affected.)

Caveat- Gilgamesh cannot use Ea nor Enuma Elish for the rest of the battle, leaves him significantly more tired than any other move.

Clarification- This would not stop it for the rest of the fight but you could reactivate it on your next turn
Just testing the waters Tongue


Re: Official Move Approval III - Roger Smith - 11-15-2015

Gilgamesh Wrote:This is a weird move so it might not be suitable

Tier 2 Utility Super Move- Ea Disruption (Requires Debuff, Ranged Proficiency, Ea, Area Shield?)

Gilgamesh takes out his ancient blade Ea and begins to charge it for a few seconds. The blade spirals and wisps of red energy are flying out of it as it charges. Once charged, Gilgamesh points it at the enemy of his choosing and wisps of red and black shadows begin to emanate out of the blade. The ground begins to crumble beneath him(RP flavor only) and this move would negate any Tier 1 Super Move or negate any Tier One Power-Up( as soon as I used this move so their initial round with it would not be affected.)

Caveat- Gilgamesh cannot use Ea nor Enuma Elish for the rest of the battle, leaves him significantly more tired than any other move.

Just testing the waters Tongue

When it comes to this, the first part would just straight up be a Super Defense, which would be fine to cancel out/negate/block a Super Attack of equal tier or lower. Not sure why you've limited it to only Tier 1 Super Moves but alright.

The second part is a bit trickier, but Wakka has already gotten a similar move approved. It doesn't have the exact same mechanics or way of working, but functionally it's the same thing. You can take a look at the move in question here.

Honestly both of these functions separately would be fine as individual Tier 1 Super Moves -- a Super Defense and A Super Utility, respectively -- and that way it would be cheaper in the SP department, though not necessarily the OM department.


Re: Official Move Approval III - Todd Ingram - 11-15-2015

I typed this on my phone so...spellingmistakes..sorry.

Flamethrower 300 OM

Stewie summons a flamethrower to use in combat. Two cannisters are strapped onto his back and connected to the riflelike weapon that shoots the fire. The range is 20 meters, everything it hits has a very high chance to be set on fire ( wouldnt work on water or other substances that arent flamible ) The flamethrower is able to shoot fire for 1 minute before the cannisters are empty and the weapon becomes useless untill its resummoned. Summoning this weapon takes 10 seconds.


Re: Official Move Approval III - Tom Marvolo Riddle - 11-15-2015

Well I was going to use all 2000 om on Ginny but with the clusterfrack going down on Nippur, that's not going to happen, instead I'll be spending pretty much all of it on this. Also note, though I do mention it in the spell but, the Spark Conjuration spell cannot physically do any damage at all and the first part is basically just fodder and to give a basic appearance.

Hearthfire Charm [Ferventis Gelata]
Cost: 600 Om
Requires: Ranged Proficiency, Debuff Proficiency
This spell once properly incanted allows the user to charge and release a fire-hydrant of burning, molten white magic that blazes in a churning spectrum of red. It seems to stick and splatter, and ignite anything it comes in contact with. The charge up on the spell ranges between its incantation time of one and a half seconds to a full minute to produce a proportionally more, spectacular, longer lasting, and potently dangerous effect.

At minimum charging duration this spell can be cast three times in a ten second period without exhausting a wand’s recharge rate, at a low to moderate fatigue cost.

The Killing Curse [Avada Kedavra]
Cost: 600
Requires: Super Attack T1, Ranged Proficiency
Channeling a desire to see someone dead and feeling the rapture of Dark Magic, the caster unleashes bolt of deep emerald lightning in a straight line that releases molten motes of dripping light. Upon impact with a living organism to deals massive damage to the very life force of the target, but otherwise leaves no sign of its passing. If however it impacts on a non-living Mundane object, it will be utterly destroyed as the spell continues forward in an attempt to end any life it can reach behind it.

If this spell would end the fight in its caster’s favor, then it will end the fight via killing rather than just injuring them.

Point Shield Charm Contego
Cost: 300
A duelists spell designed to be completely non-verbal. Requiring only the time needed to move to intercept, the user pushes unraveling magic held at the tip of the wand to catch any offensive force or entity in attempt to disburse it. The greater the difference in the Caster’s DEF to the Offense’s ATK, the more energy (and significantly more fatiguing) is required by the caster to nullify. Further more even when properly defended against, Offenses with higher ATK to the Caster’s DEF, some or more of the attack can bleed through. This comes with a secondary downside of risking damage to the wand if the blow is caught improperly or too powerful to truly resist.

Its third downside is that the shield has a hit box of roughly 10cm in radius from the tip of the wand. This hit box must connect to the attack for the Charm to even attempt to be successful. Thus this spell it utterly useless against area attacks that have already begun to spread out from a core point.

Spark Conjuration [Candeo]
Cost: 300 Om
Requires: Ranged Proficiency, Debuff Proficiency, Area of Attack Proficiency
[Rubrum] [Croceus] [Veridis] [Kuaneos] [Puteulanus] [Puniceus] [Crimisi]
With this spell, Tom casts a burst of bright light (which can be of any color). This light is incredibly bright, and can be seen from miles away, illuminating very large areas for about an hour. Once cast, this glob of light adheres to anything it touches, or can instead be detonated midair into something akin to a flare. This version of the spell can be cast instantly and wordlessly, and dismissed at any time he so chooses with [Nox].

In combat Tom can cast this spell directly in front of an opponent, momentarily blinding them in a similar fashion to a soundless flash-bang. This version of the spell takes a full three seconds to cast, and must be done with an incantation at low to medium cost.


Re: Official Move Approval III - Todd Ingram - 11-16-2015

Another 2 moves for approval

Full metal Stewie 300 OM
Stewie presses a panicbutton on his belt. Once this is done a hard metal alloy covers his entire body and anything he holds on to, nothing larger than a single normal sized person. Stewie is still able to see yet cannot move or speak. He will be a heavy solid object untill stewie removes the alloy himself. He uses this move to defend himself against heat, cold, wind or attacks.  It takes a second to get covered in the alloy himself...if he holds on to a larger object or a person this takes 4 seconds. Removing it takes the same amount of time.( OOC note, its a defensive move to mitigate damage if it makes sense icly ).

Tight grip 300 OM
On stewie's command his shoes ancher themselves into the ground using metalic claws. Making him have a strong footing. He may also use this to walk up walls, yet this will slow him down immensely, its a slow process so he cannot run up walls.


Re: Official Move Approval III - Ricter - 11-16-2015

Submitting this move for approval on Xavier

Burrow – 300 OM (Requires Physical Strength)
Using his hands he begins to literally dig/bore into the ground, like a dog trying to dig up a bone, allowing him to quickly tunnel into it through continuous use. Which lets him travel underground as if he were unhindered and moving at normal speed like a land shark. Unfortunately he can't use any other moves or attacks involving his hands unless he stops tunneling, there also has to be a solid material present similar to earth in order to be used.


Re: Official Move Approval III - Guu - 11-16-2015

Stewie Griffin Wrote:I typed this on my phone so...spellingmistakes..sorry.

Flamethrower 300 OM

Stewie summons a flamethrower to use in combat. Two cannisters are strapped onto his back and connected to the riflelike weapon that shoots the fire. The range is 20 meters, everything it hits has a very high chance to be set on fire ( wouldnt work on water or other substances that arent flamible ) The flamethrower is able to shoot fire for 1 minute before the cannisters are empty and the weapon becomes useless untill its resummoned. Summoning this weapon takes 10 seconds.

Please make a roster for Stewie. I had to dig up your join form to check if you had Debuff Proficiency. x.x

Hmmm, well, I guess the limitations balance this out and you do have debuff. Approved.


Re: Official Move Approval III - Guu - 11-16-2015

Stewie Griffin Wrote:Another 2 moves for approval

Full metal Stewie 300 OM
Stewie presses a panicbutton on his belt. Once this is done a hard metal alloy covers his entire body and anything he holds on to, nothing larger than a single normal sized person. Stewie is still able to see yet cannot move or speak. He will be a heavy solid object untill stewie removes the alloy himself. He uses this move to defend himself against heat, cold, wind or attacks.  It takes a second to get covered in the alloy himself...if he holds on to a larger object or a person this takes 4 seconds. Removing it takes the same amount of time.( OOC note, its a defensive move to mitigate damage if it makes sense icly ).

Sounds like it would require Area Shield Proficiency. Also, this sounds like it would serve better as a transformation, but eh, not my call in that part.

Quote:Tight grip 300 OM
On stewie's command his shoes ancher themselves into the ground using metalic claws. Making him have a strong footing. He may also use this to walk up walls, yet this will slow him down immensely, its a slow process so he cannot run up walls.

Add a caveat about this move slowing him down overall and not just when he's walking up walls. Also, how long does it take him to activate and deactivate this?


Re: Official Move Approval III - Guu - 11-16-2015

Xavier Wrote:Submitting this move for approval on Xavier

Burrow – 300 OM (Requires Physical Strength)
Using his hands he begins to literally dig/bore into the ground, like a dog trying to dig up a bone, allowing him to quickly tunnel into it through continuous use. Which lets him travel underground as if he were unhindered and moving at normal speed like a land shark. Unfortunately he can't use any other moves or attacks involving his hands unless he stops tunneling, there also has to be a solid material present similar to earth in order to be used.

Hmmmm... What happens if he digs up the earth beneath a person? If you could trap someone with this, it would require Debuff Proficiency. Elaborate more on battle effectiveness or uses in battle.


Re: Official Move Approval III - Ricter - 11-16-2015

Guu Wrote:Hmmmm... What happens if he digs up the earth beneath a person? If you could trap someone with this, it would require Debuff Proficiency. Elaborate more on battle effectiveness or uses in battle.

Burrow – 300 OM (Requires Physical Strength)
Using his hands he begins to literally dig/bore into the ground, like a dog trying to dig up a bone, allowing him to quickly tunnel into it through continuous use. Which lets him travel underground as if he were moving at normal speed like a land shark. In combat the tunnels collapse behind him unless he's preoccupying a certain space underground, making it only useful for travel and setting up possible attacks from underneath the earth. Unfortunately he can't use any other moves or attacks involving his hands unless he stops tunneling, there also has to be a solid material present similar to earth in order to be used.

Added more about the combat, hope this works.


Re: Official Move Approval III - Guu - 11-17-2015

Xavier Wrote:Burrow – 300 OM (Requires Physical Strength)
Using his hands he begins to literally dig/bore into the ground, like a dog trying to dig up a bone, allowing him to quickly tunnel into it through continuous use. Which lets him travel underground as if he were moving at normal speed like a land shark. In combat the tunnels collapse behind him unless he's preoccupying a certain space underground, making it only useful for travel and setting up possible attacks from underneath the earth. Unfortunately he can't use any other moves or attacks involving his hands unless he stops tunneling, there also has to be a solid material present similar to earth in order to be used.

Added more about the combat, hope this works.


One more concern. This may require Stealth as it'll remove you from sight and allow you to sneak up on enemies.


Re: Official Move Approval III - Demetri Malius - 11-17-2015

Guu Wrote:
Xavier Wrote:Burrow – 300 OM (Requires Physical Strength)
Using his hands he begins to literally dig/bore into the ground, like a dog trying to dig up a bone, allowing him to quickly tunnel into it through continuous use. Which lets him travel underground as if he were moving at normal speed like a land shark. In combat the tunnels collapse behind him unless he's preoccupying a certain space underground, making it only useful for travel and setting up possible attacks from underneath the earth. Unfortunately he can't use any other moves or attacks involving his hands unless he stops tunneling, there also has to be a solid material present similar to earth in order to be used.

Added more about the combat, hope this works.


One more concern. This may require Stealth as it'll remove you from sight and allow you to sneak up on enemies.

I would also like to add the possibility of travel distance.. Most player will not have moves that travel through ground


Re: Official Move Approval III - Ricter - 11-17-2015

Demetri Malius Wrote:
Guu Wrote:One more concern. This may require Stealth as it'll remove you from sight and allow you to sneak up on enemies.

I would also like to add the possibility of travel distance.. Most player will not have moves that travel through ground

So I would need to make it only able to go a certain distance? like a few meters a round, and need to get stealth though my move kinda assists the power a bit?